## 20/Dec/2023 * fixed the implementation of BIsAppInstalled(), it must lock the global mutex since it is thread-safe, otherwise it will cause starvation and the current thread wion't yield, which triggers some games * more accurate behavior for BIsAppInstalled(), reject app ID if it was in the DLC list and isUnlockAllDlc was false * basic implementation for RequestAppProofOfPurchaseKey() and RequestAllProofOfPurchaseKeys() * a simple implementation for GetEarliestPurchaseUnixTime() * more accurate implementation for BGetSessionClientResolution, set both x & y to 0 * return false in Steam_Apps::BIsDlcInstalled() when the given app ID is the base game * check for invalid app ID uint32_max in different places * more accurate implementation for Steam_Client::BReleaseSteamPipe(), return true if the pipe was released successfully * lock the global mutex and the overlay mutex in different places just to be on the safe side, without it, some games suffer from thread starvation, might slow things down * added missing env var "SteamOverlayGameId" to steam_client and client_loader * added a startup timer + counter for reference, currently used to print timestamp in debug log * consistent debug log location, for games that change cwd multiple times while running * fixed error propagation in Windows build script, apparently set /a var+=another_var works only if another_var is a defined env var but NOT one of the "magic" builtins like errorlevel ## 17/Dec/2023 * More accurate implementation for BIsAppInstalled(), it now rejects uint32_max * Allow behavior customizization via installed_app_ids.txt config file * Limit/Lock list of installed apps on an empty file (similar to dlc.txt) * Changed the behavior of GetCurrentBetaName() to comply with the docs, might break stuff * Allow customizing the behavior via is_beta_branch.txt + force_branch_name.txt config files * New script to generate native executable for `generate_emu_config` on Linux using pyinstaller * Setup Github Worflows to: * Build `generate_emu_config` for `Linux` when you push code to a branch whose name matches the pattern `ci-build-gen-linux*` * Build `generate_emu_config` for `Windows` when you push code to a branch whose name matches the pattern `ci-build-gen-win*` * Build the emu for `Linux` when you push code to a branch whose name matches the pattern `ci-build-emu-linux*` * Build the emu for `Windows` when you push code to a branch whose name matches the pattern `ci-build-emu-win*` * Build everything when you push code to a branch whose name is `ci-build-all` * Build everything and create a release when you push a tag whose name matches the pattern `release*` * Packaging scripts for both Windows & Linux, usable locally and via Github Workflows * For the emu: * First run `build_win_deps.bat` (Windows) or `sudo ./build_linux_deps.sh` (Linux) * Run `build_win.bat release` + `build_win.bat debug` (Windows) or `./build_linux.sh release` + `./build_linux.sh debug` (Linux) * Finally run `package_win.bat release` + `package_win.bat debug` (Windows) or `sudo ./package_linux.sh release` + `sudo ./package_linux.sh debug` (Linux) * The same goes for `generate_emu_config` (scripts folder) but the scripts do not take any arguments, so no `release` or `debug` * Added all third-party dependencies as local branches in this repo + refer to these branches as submodules, making the repo self contained * based on cvsR4U1 by ce20fdf2 from viewtopic.php?p=2936697#p2936697 * apply the fix for the Linux build (due to newer glibc) from this pull request by Randy Li: https://gitlab.com/Mr_Goldberg/goldberg_emulator/-/merge_requests/42/ * add updated translation of Spanish + Latin American to the overlay by dragonslayer609 from viewtopic.php?p=2936892#p2936892 * add updated translation of Russian to the overlay by GogoVan from viewtopic.php?p=2939565#p2939565 * add more interfaces to look for in the original steam_api by alex47exe from viewtopic.php?p=2935557#p2935557 * add fix for glyphs icons for xbox 360 controller by 0x0315 from viewtopic.php?p=2949498#p2949498 ## 14/Dec/2023 * bare minimum implementation for SDK 1.58a + backup the current version of the interface 'steam ugc' - create new file: isteamugc017.h > copy the current version of the interface to this file > don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface > rename the abstract class to include the current version number in its name, i.e. 'class ISteamUGC017' > create a file header guard containing the interface version in its name, i.e. 'ISTEAMUGC017_H' > if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why + isteamugc.h (this always contains the declaration of latest interface version) - declare the new API: GetUserContentDescriptorPreferences() - update the API: SetItemTags() to use the new argument - update the interface version to STEAMUGC_INTERFACE_VERSION018 + steam_ugc.h (this always contains the implementation of ALL interfaces versions) - add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamUGC017' - (needs revise) implement the new API: GetUserContentDescriptorPreferences() - add a new overload of the API: SetItemTags() which takes the new additional argument + backup the current version of the interface 'steam remote play' - create new file: isteamremoteplay001.h > copy the current version of the interface to this file > don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface > rename the abstract class to include the current version number in its name, i.e. 'class ISteamRemotePlay001' > create a file header guard containing the interface version in its name, i.e. 'ISTEAMREMOTEPLAY001_H' > if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why + isteamremoteplay.h (this always contains the declaration of latest interface version) - declare the new API: BStartRemotePlayTogether() - update the interface version to STEAMREMOTEPLAY_INTERFACE_VERSION002 - fix file header guard from _WIN32 to STEAM_WIN32 + steam_remoteplay.h (this always contains the implementation of ALL interfaces versions) - add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamRemotePlay001' - (needs revise) implement the new API: BStartRemotePlayTogether() + steam_api.h - #include the backed-up interface files: > #include "isteamugc017.h" > #include "isteamremoteplay001.h" - declare the new API: SteamInternal_SteamAPI_Init() - add a new enum ESteamAPIInitResult - fix return type of SteamAPI_InitSafe() from bool to steam_bool (some stupid games read the whole EAX register) - add a useless inline implementation for the API: SteamAPI_InitEx(), not exported yet but just in case for the future + steam_gameserver.h - declare the new API: SteamInternal_GameServer_Init_V2() - fix return type of SteamGameServer_Init() from bool to steam_bool (some stupid games read the whole EAX register) - add a useless inline implementation for the API: SteamGameServer_InitEx(), not exported yet but just in case for the future + steam_api_common.h - declare a new type: SteamErrMsg + dll.cpp (this has the implementation of whatever inside steam_api.h + steam_gameserver.h) - (needs revise) implement the new API: SteamInternal_SteamAPI_Init() - (needs revise) implement the new API: SteamInternal_GameServer_Init_V2() - read some missing interfaces versions when parsing steam_interfaces.txt - initialize all interfaces versions with the latest ones available, instead of hardcoding them + steam_client.cpp - add a new version string for the interface getter GetISteamUGC() - add a new version string for the interface getter GetISteamRemotePlay() + isteamnetworkingsockets.h - fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling) > ConnectP2PCustomSignaling() > ReceivedP2PCustomSignal() + isteamnetworkingsockets009.h - fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling) > ConnectP2PCustomSignaling() > ReceivedP2PCustomSignal() + steam_networking_sockets.h - implement the missing overloads of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling) > ConnectP2PCustomSignaling() > ReceivedP2PCustomSignal() + steam_api_flat.h //////////////////// - declare new interfaces getters: > SteamAPI_SteamUGC_v018() > SteamAPI_SteamGameServerUGC_v018() - declare the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences() - (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to add the new argument this will potentially break compatibility with older version of the flat API //////////////////// - declare new interface getter: SteamAPI_SteamRemotePlay_v002() - declare the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether() //////////////////// - fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling) > SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling() > SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal() + flat.cpp //////////////////// - implement new interfaces getters: > SteamAPI_SteamUGC_v018() > SteamAPI_SteamGameServerUGC_v018() - implement the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences() - (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to use the new argument this will potentially break compatibility with older version of the flat API //////////////////// - implement new interface getter SteamAPI_SteamRemotePlay_v002() - implement the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether() //////////////////// - fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling) > SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling() > SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal() + isteamfriends.h - (needs revise) add a missing (or new?) member m_dwOverlayPID to the struct GameOverlayActivated_t, hopefully this doesn't break stuff + steamnetworkingtypes.h - add new (or missing?) members to the enum ESteamNetworkingConfigValue: > k_ESteamNetworkingConfig_RecvBufferSize > k_ESteamNetworkingConfig_RecvBufferMessages > k_ESteamNetworkingConfig_RecvMaxMessageSize > k_ESteamNetworkingConfig_RecvMaxSegmentsPerPacket + add the file isteamdualsense.h, it isn't used currently but just in case for the future + update descriptions/comments or refactor/spacing - isteamapplist.h - isteamgamecoordinator.h - isteamps3overlayrenderer.h - isteamuserstats.h - isteamutils.h - isteamvideo.h - steamhttpenums.h - steamtypes.h * use Unicode when sanitizing settings, mainly for local_save.txt config file + new dir "utfcpp": containg all the source/include files of this library: https://github.com/nemtrif/utfcpp + common_includes.h: include the new library "utfcpp" + settings.cpp: in Settings::sanitize(): convert to utf-32 first, do the sanitization, then convert back to std::string and return the result * avoid locking the global mutex every time when getting the global steamclient instance + dll.cpp: in get_steam_client(): only lock when the instance is null and double check for null, should speed up things a little bit * in different places, avoid locking gloal mutex if the relevant functionality was disabled + example in steam_user_stats.h: SetAchievement() + example in steam_overlay.cpp: > Steam_Overlay::AddMessageNotification() > Steam_Overlay::AddInviteNotification() * explicitly use the ASCII version of Windows APIs to avoid conflict when building with define symbols UNICODE + _UNICODE - base.cpp: GetModuleHandleA() - steam_overlay.cpp: PlaySoundA() * fix the implementation of RtlGenRandom stub: + return a number + use extern "C" if building in C++ mode * add new build scripts for both Windows and Linux for a much easier dev/build experience, both Windows and Linux scripts will run parallel build jobs for a much faster build times, by default, the scripts will use 70% of the max available threads, but if the auto detection didn't work, you can pass for example -j 10 to the scripts to use 10 parallel jobs on Linux, archives (.a files) of third party libraries are bundled wholly, and built statically via: -Wl,--whole-archive -Wl,-Bstatic -lssq -lcurl ... -Wl,-Bdynamic -Wl,--no-whole-archive this ensures that the final output binary (for example: libsteam.so) won't require these libraries at runtime + to build on Linux (I'm using latest Ubuntu on WSL) - run as sudo ./build_linux_deps.sh, this will do the following: > download and install the required build tools via apt-install > unpack the third party libraries (protobuf, zlib, etc...) from the folder third-party to build-linux-deps > build the unpacked libraries from build-linux-deps you only need this step once, additionally you can pass these arguments to the script: -verbose: force cmake to display extra info -j : force cmake to use parallel build jobs - without sudo, run ./build_linux.sh and pass the argument "release" or "debug" to build the emu in the corresponding mode, this will build the emu inside the folder build-linux some additional arguments you can pass to the script: -lib-32: prevent building 32-bit libsteam_api.so -lib-64: prevent building 64-bit libsteam_api.so -client-32: prevent building 32-bit steamclient.so -client-64: prevent building 64-bit steamclient.so -tool-clientldr: prevent copying the script steamclient_loader.sh -tool-itf: prevent copying the script find_interfaces.sh -tool-lobby-32: prevent building executable lobby_connect_x32 -tool-lobby-64: prevent building executable lobby_connect_x64 +lowperf: (UNTESTED) pass some arguments to the compiler to prevent emmiting instructions for: SSE4, popcnt, AVX -j : force build operations to use parallel jobs + to build on Windows (just install Visual Studio 2019/2022) - without admin, run build_win_deps.bat, this will do the following: > unpack the third party libraries (protobuf, zlib, etc...) from the folder third-party to build-win-deps > build the unpacked libraries from build-win-deps you only need this step once, additionally you can pass these arguments to the script: -verbose: force cmake to display extra info -j : force cmake to use parallel build jobs - without admin, run build_win.bat and pass the argument "release" or "debug" to build the emu in the corresponding mode, this will build the emu inside the folder build-win some additional arguments you can pass to the script: -lib-32: prevent building 32-bit steam_api.dll -lib-64: prevent building 64-bit steam_api64.dll -ex-lib-32: prevent building experimental steam_api.dll -ex-lib-64: prevent building experimental steam_api64.dll -ex-client-32: prevent building experimental steamclient.dll -ex-client-64: prevent building experimental steamclient64.dll -exclient-32: prevent building experimental client steamclient.dll -exclient-64: prevent building experimental client steamclient64.dll -exclient-ldr: prevent building experimental client loader steamclient_loader.exe -tool-itf: prevent building executable find_interfaces.exe -tool-lobby: prevent building executable lobby_connect.exe +lowperf: (UNTESTED) for 32-bit build only, pass the argument /arch:IA32 to the compiler -j : force build operations to use parallel jobs * added all required third-party libraries inside the folder "third-party" * greatly enhanced the functionality of the generate_emu_config script + add a build script + run recreate_venv.bat to > create a python virtual environemnt > install all required packages inside this env + run rebuild.bat to produce a bootstrapped .exe built using pyinstaller + inside the folder of the built executable > create a file called my_login.txt, then add your username in the first line, and your password in the second line > run the .exe file without any args to display all available options * revert the changes to SetProduct() and SetGameDescription() * in steam_overlay.cpp: AddAchievementNotification(): prefer original paths of achievements icons first, then fallback to "achievement_images/" ////////// older changes * add missing implementation of (de)sanitize_string when NO_DISK_WRITE is defined which fixes compilation of lobby_connect * check for empty string in (de)sanitize_file_name() before accessing its items * implement new API: GetAuthTicketForWebApi() + base.h: declare the new API: getWebApiTicket() + base.cpp: implement the new API: Auth_Ticket_Manager::getWebApiTicket() + steam_user.h: call the new API inside GetAuthTicketForWebApi() * add an updated and safer impl for Local_Storage::load_image_resized() by RIPAciD from viewtopic.php?p=2884627#p2884627 * add missing note in ReadMe about libssq * add new release 4 by ce20fdf2 from viewtopic.php?p=2933673#p2933673 * add hotfix 3 by ce20fdf2 from viewtopic.php?p=2921215#p2921215 * add hotfix 2 by ce20fdf2: viewtopic.php?p=2884110#p2884110 * add initial hotfix by ce20fdf2